The Current Incarnation

I’ve played a few games of D&D 5E, and find it an improvement over 4E and 3.x. However it does not sit well with me. My concerns are:

Stat bonuses are too large

Massive per round combat efficacy

Saving throw system that leaves you very vulnerable at higher levels

Good combat procedures, but lacking in other procedures

Resource management in relation to time is arbitrary

Lack of non-combat procedures

These concerns are evident in 3E and 4E as well.

Rudimentary System Checklist

I’m taking these “grievances” and attempting to find and compose my preferred system.

Random ability scores

Smaller distribution of attribute bonuses (-2 to +2 or even -1 to +1)

Procedures for exploration, encounters, and combat

Improving saving throws

Acknowledging that balance is a questing beast; The game is a group effort

Combat is dangerous and lethal

Hirelings and retainers are a natural part of the game ecosystem

Reward risk taking

Not everything is a fight to the death

Scripted combat would be nice to have

Resource management is a downplayed element

Randomization is an important tool for a referee

Shift XP to a more “Treasure for XP” model in which monster XP is about 20% or less of the expected experience

Skill systems are not required; Focus on player skills and engagement

The Archaeological Map

I’ve been digging through various OSR clones, simulacra, adaptations, and hacks. Reading for differences, of which there are many. They are themselves a reflection of the differences in the original materials.

Beyond the Rules

I’m also looking at how to best setup a regular game; Accept that people will come and go from session to session. Also acknowledge that character death should not end the player’s participation for that session (e.g. just grab one of the hirelings and take over).

So I’m thinking of leveraging a mega-dungeon as the primary focus of the first sessions. Provide a location for the characters to explore and plunder. And with their plunder, they engage and shape the larger world.

The megadungeon is a shift for me. Most of my games have been political and social games with human adversaries with little use of modules and random content.

I ran Out of the Abyss and found the procedures of the evading pursuit, travel, and random encounters to be my favorite aspect. But those procedures were leveraged in a prison escape scenario with minimal player character guidance. They were adrift in an opaque setting, not exploring the world, but traveling blind to various set pieces.

Proposal

The current front runner is Labyrinth Lord; Though Sword & Wizardry’s unified saving throw is appealing. In part because there are free options for both.

Table 1: Ability Scores

Ability Score

Modifier

3

-2

4-8

-1

9-12

0

13-17

+1

18

+2

Initiative System

I’m also considering a scripted initiative system:

Declare Actions:

Players may declare actions; Gain +1 bonus to initiative

Referee declares actions

Remaining players declare actions, Take -1 penalty to initiative

Each Player Rolls Initiative (1d6)

Or leverage a modified version of Philotomy’s Musings for initiative; Group initiative one side acts then another.